BO7 Zombies: LGM-1 Wonder Weapon Guide for Astra Malorum
Call of Duty: Black Ops 7’s highly anticipated Season 1 is officially live, unleashing a fresh wave of content for fans as of December 5, 2025. Among the most exciting additions is the brand-new Zombies map, Astra Malorum, a traditional round-based experience set amidst the cosmos. But the true star of this stellar update is undoubtedly the LGM-1, a unique UFO-themed Wonder Weapon poised to redefine your survival strategy. Our deep dive reveals everything you need to know to acquire this powerful new tool and dominate the alien hordes.
The LGM-1: Little Green Menace Unleashed
Forget generic weapon names; the LGM-1 stands for "Little Green Menace," and it lives up to its namesake. This formidable Wonder Weapon fires distinctive UFO-like projectiles that swarm nearby targets with intense laser-fire attacks. Crucially, it boasts infinite ammo, ensuring you're always ready for the next wave, and it can be further upgraded via the Pack-a-Punch machine for amplified power.
While completing the LGM-1 quest guarantees one of these coveted weapons for your squad, additional LGM-1s are a matter of luck. Players can try their hand at the Mystery Box or deploy a Wonderbar GobbleGum, though the latter only assures a Wonder Weapon spin—it could still be the classic Ray Gun.
Astra Malorum: Your New Cosmic Combat Zone
Astra Malorum introduces players to a visually stunning, traditional round-based Zombies map in a captivating space setting. This fresh arena demands new tactics and exploration, guiding players through intricate steps to unlock its secrets. While Season 1 also brings new challenges to other maps like Ashes of the Damned, with its Necrofluid Gauntlet and Ol' Tessie upgrades, Astra Malorum's LGM-1 quest is currently the focus for weapon enthusiasts.
Unlocking the LGM-1: The Quest for Power
Acquiring the LGM-1 on Astra Malorum is a multi-stage quest that begins with a fundamental step: activating the map's power and the essential Pack-a-Punch machine. Fortunately, the game provides clear, orange quest markers to guide players through repairing the oculus and completing these initial steps. A critical early tip: hold off on shooting any purple Aether crystals you encounter. These seemingly random spawns are vital for a later stage, requiring salvaged materials to equip your weapon with the Cryo Freeze ammo mod.
Gathering the Core Components
The next phase involves meticulously collecting four distinct parts scattered across Astra Malorum. Each component has a specific, interactive acquisition method:
- Absolute Zero Fragments: Three of these fragments are needed. Equip a weapon with the Cryo Freeze ammo mod, then locate and shoot three separate purple Aether crystals that spawn randomly around the map. Each successful hit will drop a fragment.
- Wiring Part: Keep an eye out for a single blinking outdoor light, which appears uniquely in each match. Shooting this light will yield the necessary Wiring part. Its blinking is distinct, so a perimeter search should reveal it.
- Battery Part: For this step, you'll need a Pack-a-Punched weapon. Return to Ol' Tessie in the map's spawn area and shoot the hood of the truck to dislodge the Battery part.
- Damaged Drone Part: This requires an encounter with Oscar, Astra Malorum's new robot enemy, who begins spawning after Pack-a-Punch is active. Oscar is protected by small, hovering drones. Destroy one of these drones to collect the Damaged Drone part. Crucially, resist the urge to eliminate Oscar at this point; he is central to the upcoming trials.
Confronting Oscar: The LGM-1 Trials
With all parts gathered, your path to the LGM-1 leads to a series of three perilous trials involving Oscar. These challenges can be completed in any order and are best attempted at the end of a round with minimal zombie presence to avoid being overwhelmed. Oscar will finally drop the LGM-1 Wonder Weapon upon completion of the final trial.
- Luminarium Trap: Lure Oscar into the Observatory's Luminarium. Interact with the trap to place the collected Battery part. Your goal is to keep Oscar within proximity of the trap until a "Battery Overcharge" meter fills on your screen. Be vigilant in destroying his protective drones, as they render him invulnerable, leading to a failed step if present when the meter completes.
- Observatory Dome Trap: Head to the Observatory Dome (the Pack-a-Punch room). The initial part of this trial involves locating and shooting five broken steam valves scattered throughout the room, both on the lower and upper levels. Listen for an audible hiss to pinpoint their locations. Once all five are shot, an audio cue confirms your success. Next, bring Oscar close to the Pack-a-Punch machine. Interact with the telescope trap opposite it, aligning its viewfinder with the sun (a yellow glowing orb, typically found by moving the view up and to the right). A successful alignment will cause a sun beam to zap Oscar, centered between the PaP and the trap.
- Museum Infinitum Trap: Guide Oscar into the Museum Infinitum room where a rocket trap awaits. Position Oscar very close to the back of the trap, then quickly activate the controls to unleash a rocket blast. This method is faster but demands precise timing, as the rockets only fire for a few seconds. Failing this trial necessitates re-collecting three Absolute Zero fragments from purple Aether Crystals before attempting again.
Once all three trials are successfully completed, Oscar will fall, dropping the coveted LGM-1 Wonder Weapon for you to claim, cementing your dominance over Astra Malorum's alien threats.